- NPCs sleep through and don't wake up immediately when they have gone to bed (ZS_Sleep.d)
- NPCs use doors properly (B_MoveMob.d)
- NPCs collect their weapons when they regain conscious after a lost fight (B_Functions.d)
- NPCs no longer confront the player when he is standing in the way, if he has before defeated them (B_MoveNpc.d)
- NPCs draw the melee weapon when their ranged weapon is weaker than the armor of the enemy (B_SelectWeapon.d)
- NPCs and monsters have all weapons unequiped when dead (ZS_Dead.d)
- NPCs no longer practice sword training without a weapon (ZS_PracticeSword.d)
- NPCs no longer stuck or move in circles when trying to align if another NPC is standing on the FP (ZS_StandAround.d)
- NPCs don't stand still so often anymore when fleeing (ZS_Flee.d)
- Companion walks if the player walks (ZS_FollowPC.d)
- The player can no longer pass the gate guards just by entering combat mode (B_AssessFighter.d)
- NPCs can move after being enchanted (ZS_Berzerk.d)

4.2. Quests

- Horatio doesn't make the player to lose STRENGTH if the player has more than 100 STRENGTH (DIA_BAU_901_Horatio.d)
- Thorus can no longer be bribed if the player has already obtained the permit to an audience with Gomez; The option to bribe Thorus no longer stays open after the player has already bribed him (DIA_GRD_200_Thorus.d)
- Jackal no longer harasses the player for protection money after the player has joined one Camp (DIA_GRD_201_Jackal.d)
- Bloodwyn no longer harasses the player for protection money after the player has joined one Camp (DIA_GRD_233_Bloodwyn.d)
- Scorpio can no longer be asked "Can you teach me to fight?" after he moves to Cavalorn's, since the dialogue line to get him to teach the player is another one (DIA_GRD_205_Scorpio.d)
- Kirgo correctly gives a beer if the player agrees not to challenge him to a fight in the arena (DIA_GRD_251_Kirgo.d)
- Fletcher no longer reopens the quest "Vanished Guard" if the quest is already completed (DIA_GRD_255_Fletcher.d)
- Y'Berion says no longer infinitely "Who let you in?" but attacks (DIA_GUR_1200_YBerion.d)
- BaalNamib sells the Heavy Novice Robe in Chapter 2 (DIA_GUR_1204_BaalNamib.d)
- CorKalom correctly closes the "Weed delivery" quest instead of "Weed monopoly" quest (DIA_GUR_1201_CorKalom.d)
- Saturas no longer offers to sell a second High Robe of Water (DIA_KDW_600_Saturas.d)
- The rogue guarding Lares hut says no longer infinitely "Go!" but attacks (DIA_ORG_804_Organisator.d)
- Drax teaches hunting skills only if the player gives him a beer (DIA_ORG_819_Drax.d)
- Mordrag no longer escorts the player to the New Camp if the player forcibly threw him out of the Old Camp (DIA_ORG_826_Mordrag.d)
- Buster no longer teaches Acrobatics after the skill is already gained (DIA_ORG_833_Buster.d)
- Silas trades with the player not only once (DIA_ORG_841_Silas.d)
- Wolf can not be offered minecrawlers' armor plates if the player already did so (DIA_ORG_855_Wolf.d)
- Gorn no longer attacks the player on the raid of the Free Mine (ZS_Attack.d)
- Gorn can be told about Shrike's defeat only if the player knows about the hut; The quest "Shrike's hut" can be closed even if the player defeats Shrike without knowing from Gorn about the hut (DIA_PC_Fighter.d)
- Whistler gets back 110 ore, if the player had asked for extra 10 ore (DIA_STT_309_Whistler.d)
- Fisk's quest "New Fence for Fisk" is triggered no matter HOW the player gets Mordrag out of the Old Camp (DIA_STT_311_Fisk.d)
- Gravo is listed in "Diary/General info/Merchant in the Old Camp" even if the topic wasn't previously created (DIA_VLK_572_Gravo.d)
- Snaf can be asked about Nek even if the quest "Snaf's Recipe" is closed (DIA_VLK_581_Snaf.d)
- Finger's option to teach PICKPOCKET or PICKLOCK Level 2 will appear only after the player learns Level 1 (DIA_STT_331_Fingers.d)
- Aleph no longer offers to sell the key for the chests in the storage shed if the player has already bought the key (DIA_VLK_585_Aleph.d)
- Potion of Velocity and Potion of Haste have the right ore value (Potions.d)
- Removed duplicate "END" dialogue option (DIA_GRD_218_GuardPassage.d and DIA_GRD_245_GuardPassage.d)
- When learning from teachers, the amount of needed skill points is correctly displayed (Text.d)
- Added Protection values to High Robe of Fire and High Robe (Text.d)

4.3. Other

- Bugmeat was moved to the category FOOD (Food.d)

5. Restored Content

- Jesse's quest PayForMe has been restored (DIA_VLK_564_Jesse.d)
- Y'Berion has in his inventory Stab_des_Lichts, as in version 1.06l (GUR_1200_YBerion.d)
- BaalLukor equips the Heartbreaker as in version 1.06l, and not a Judgment Sword (GUR_1211_BaalLukor.d)
- A few NPCs have regained their names, as in Gothic-Demo version 1.04d (GRD_239_Gardist.d, SLD_702_Soeldner.d, SLD_708_Soeldner.d, VLK_502_Buddler.d, VLK_504_Buddler.d, VLK_517_Buddler.d)
- Restored NPCs
* ORG_827_Fox.d (as in Gothic-Demo version 1.04d; for his fate in Chapter 4, see B_Kapitelwechsel.d)
* ORG_888_Erpresser.d, ORG_889_CoErpresser.d
* GRD_250_Gardist.d (Old Mine winch)
* BAU_925_Bauer.d, BAU_926_Bauer.d (New Camp)
* Non_1501_Wegelagerer.d, Non_1502_Wegelagerer.d, Non_1503_Wegelagerer.d, Non_1504_Wegelagerer.d (added to Startup.d); tramps are hostyle to the player (added to B_SetRoguesToHostile)
* SFB_1002_Aiko.d, SFB_1006_Gornios.d, SFB_1012_Weeze.d, SFB_1015_Oldman.d (Gothic 1.01e Christmas Edition; spawned to Dam Tavern)
- 2 Snappers correctly spawn outside the Monastery ruins to OW_MONSTER_NAVIGATE_02 (Startup.d)
- The key to the smithy's store, ItKe_OB_Smith_01, renamed to ITKEY_OB_SMITH_01 (MissionItems_1.d)
- Skip has in his inventory the key to the smithy's store (GRD_211_Skip.d)
- NPCs and the player can interact with BARBQ_SCAV; it has the focus name Scavenger-on-Stick (Text.d)
- "Master of Fire" and "Regeneration" talents are displayed in Character Menu (Text.d)

6. New Features

- Shields and Helms (UnPatch.d)
- Alchemy (PotionALchemy.d) - learn to brew potions as a Magician of Fire (from Damarok), as a Magician of Water (from Riordian), or as a member of the Sect Camp (from Cain)
- Cooking (Cooking.d) - use a CAULDRON with a Wooden Spoon
- Ore mining (OreMining.d) - hack ORE with a Pickaxe; you have about 10% chance to get 1 ore for every hack
- Make joints (PotionALchemy.d and HerbAlchemy.d) - pick all the swampweed and use a LAB or a STOMPER
- Some meatbugs respawn after a while (Startup.d)
- New Monsters
- ABANDONEDMINE.ZEN and ORCCITY.ZEN are available
- added 27 new soundfiles to ZS_Smalltalk.d and SVM.d
- new NPCs
* GRD_202_Gardist.d (Convoy Guard), GRD_207_Gardist.d (Convoy Guard), VLK_537_Buddler.d (Convoy Carrier), VLK_552_Buddler.d (Convoy Carrier), VLK_568_Buddler.d (Convoy Carrier)
* Non_1505_Wegelagerer.d, Non_1506_Wegelagerer.d, Non_1507_Wegelagerer.d, Non_1508_Wegelagerer.d, Non_1509_Wegelagerer.d, Non_1510_Wegelagerer.d, Non_1511_Wegelagerer.d, Non_1512_Wegelagerer.d, Non_1513_Wegelagerer.d, Non_1514_Wegelagerer.d
* GRD_247_Gardist.d, GRD_248_Gardist.d, STT_303_Schatten, STT_305_Schatten, STT_307_Schatten, STT_308_Schatten, VLK_569_Buddler (outside Old Mine)

Just to be clear, due to the lack of a good Gothic modding guide out there, could you elaborate on this:

In the first version of my "quick patch" I used a modified CAMERA.DAT (better FOV for widescreen resolutions than the original CAMERA.DAT), but unfortunatelly it wasn't compatible with Gothic 1 SystemPack so I removed it.

Gothic 1 SystemPack replace Shw32.dll and vdfs32g.dll. I suppose Shw32.dll is the file responsible for the changes for widescreen resolutions. Maybe you can find more about this in the official SystemPack thread?

Zitat von Kostaz

I'll definitely mention you patch in other communities when the matter of G1 patching comes up.

Thanks. It's not a big patch, but I believe it makes the game just a bit better.

I am willing to update this quick patch, so if you can think at other (scripting) bugs, please let me know.

Hi I would like to help

Hi catalinux
I am starting a new game of gothic 1 (with Gothic ½ — SystemPack (ENG/DEU) and your patch installed)
I Found a bug should i post it here?
I am a java programmer do you think i can help fix bugs?

The bug i found is when doing the quest snaf's recipe:1- If i tell him "you want me to throw up?"
After I complete the quest I cannot say "You told me i could have as much stew as i wanted"

2- If I complete the quest, i can no longer ask him about neck

I have attached a save game where i am just in front of snaf, you can talk to him to try both bugs

Hello petermj, and thanks for the feed-back! I'm sure you could help, do you have the original English scripts? As soon as you find a bug, look inside the scripts, and if you find a solution, let as know.

Zitat von petermj

Hi catalinux
The bug i found is when doing the quest snaf's recipe:1- If i tell him "you want me to throw up?"
After I complete the quest I cannot say "You told me i could have as much stew as i wanted"

This isn't a bug. It was intended to receive 3 daily free stews only if you choose "Sounds good."

If you look into the scripts

Spoiler:(zum lesen bitte Text markieren)

Code:

FUNC VOID DIA_Snaf_Zutaten_Info()
{
AI_Output (other, self,"DIA_Snaf_Zutaten_15_00"); //What can I do for you?
AI_Output (self, other,"DIA_Snaf_Zutaten_01_01"); //You must be used to good food. I have a new recipe: meatbug ragout à la Snaf with rice and mushrooms.
AI_Output (self, other,"DIA_Snaf_Zutaten_01_02"); //You can have as much as you want, but I still need 3 meatbugs and some hell mushrooms - 5 should be enough.
Info_ClearChoices(DIA_Snaf_Zutaten);
Info_AddChoice (DIA_Snaf_Zutaten,"You want me to throw up?",DIA_Snaf_Zutaten_KOTZ);
Info_AddChoice (DIA_Snaf_Zutaten,"Sounds good.",DIA_Snaf_Zutaten_DoIt);
};
func void DIA_Snaf_Zutaten_KOTZ()
{
AI_Output (other, self,"DIA_Snaf_Zutaten_KOTZ_15_00"); //You want me to throw up?
AI_Output (self, other,"DIA_Snaf_Zutaten_KOTZ_01_01"); //You don't have to eat it, but I think at least you could try! If you happen to get the things, think of me.
AI_Output (self, other,"DIA_Snaf_Zutaten_KOTZ_01_02"); //I've already sent somebody but he just hasn't come back - must have deserted to the New Camp.
Snaf_Zutaten = LOG_RUNNING;
Log_CreateTopic(CH1_SnafsRecipe, LOG_MISSION);
Log_SetTopicStatus(CH1_SnafsRecipe, LOG_RUNNING);
B_LogEntry( CH1_SnafsRecipe,"Snaf, the cook who lives in the Outer Ring of the Old Camp, sent me to get him 3 meatbugs and 5 hell mushrooms for a new recipe.");
Info_ClearChoices(DIA_Snaf_Zutaten);
};
func void DIA_Snaf_Zutaten_DoIt()
{
AI_Output (other, self,"DIA_Snaf_Zutaten_DoIt_15_00"); //Sounds good.
AI_Output (self, other,"DIA_Snaf_Zutaten_DoIt_01_01"); //Then go and see you get me the things.
AI_Output (self, other,"DIA_Snaf_Zutaten_DoIt_01_02"); //The last one I sent just hasn't come back - must have deserted to the New Camp.
Snaf_Zutaten = LOG_RUNNING;
Snaf_FreeMBRagout = TRUE;
Log_CreateTopic(CH1_SnafsRecipe, LOG_MISSION);
Log_SetTopicStatus(CH1_SnafsRecipe, LOG_RUNNING);
B_LogEntry( CH1_SnafsRecipe,"Snaf, the cook who lives in the Outer Ring of the Old Camp, sent me to get him 3 meatbugs and 5 hell mushrooms for a new recipe. I can have some when it's finished.");
Info_ClearChoices(DIA_Snaf_Zutaten);
};

Zitat von petermj

2- If I complete the quest, i can no longer ask him about neck

In this case you are right, the option to ask about Nek should stay open as long as the quest from Sly stays open.

@Takezow - I never mentioned this patch on reddit, but I'm glad you found it.

I used a lot of Andino's (PG-DB) solutions, and I still have (to decide) to implement a few of them.

The good news is that I'm still working on this patch, in my working version I have a quick fix for receiving the heavy novice armor in Chapter 2, but I still have to double check it. Anyway, at some point I will release a new version with a few other minor fixes.

Regarding the patch, let me make a suggetion: make sure to keep bug fixes and custom stuff separated.

For instance, on PG-DB there were some modifications to the original game made by the author that I did not wanted to install and it was very annoying going through all those files just to remove the files which were not bug fixes (books giving atributes and stuff like that).

Regarding the patch, let me make a suggetion: make sure to keep bug fixes and custom stuff separated.

For instance, on PG-DB there were some modifications to the original game made by the author that I did not wanted to install and it was very annoying going through all those files just to remove the files which were not bug fixes (books giving atributes and stuff like that).

I agree with you, I also didn't like the changes to the original game. This is why this patch contains only bug fixes.

Hi I would like to help

Hi catalinux, and thanks for your quick reply!

Zitat von catalinux

Hello petermj, and thanks for the feed-back! I'm sure you could help, do you have the original English scripts? As soon as you find a bug, look inside the scripts, and if you find a solution, let as know.

I just downloaded the English scripts, I will use them to make suggestions if i find bugs while playing the game!

Zitat von catalinux

In this case you are right, the option to ask about Nek should stay open as long as the quest from Sly stays open.

2 bugs with proposed solution

Vanished Guard:
If I complete the quest "Vanished Guard" before speaking to Fletcher. When I speak to Fletcher he reopens the quest.
Attached a save game standing next to Fletcher to test this issue.
Proposed Solution:Replace

To test the changes you need the Mod Development Kit. Extract it to a fresh copy of Gothic 1, and replace the German script files from the MDK with the English ones. Than you can use the GothicStarter_Mod from PlayerKit to recompile the scripts (check "Reparse Scripts"). And don't forget to check "VDFS Physical First" before compiling.

Always start a new game after you make changes.

Let me know if anything goes wrong.

p.s. I attached the current source files of this quick patch, in case you want to take a look at the changes I made so far.

When you talk to sly before snaf, adding || (Sly_LostNek==LOG_RUNNING) will enable the option "Who was the guy you sent before me?" before "The last one I sent just hasn't come back - must have deserted to the New Camp."!

Zitat von catalinux

To test the changes you need the Mod Development Kit. Extract it to a fresh copy of Gothic 1, and replace the German script files from the MDK with the English ones. Than you can use the GothicStarter_Mod from PlayerKit to recompile the scripts (check "Reparse Scripts"). And don't forget to check "VDFS Physical First" before compiling.

Always start a new game after you make changes.

Let me know if anything goes wrong.

p.s. I attached the current source files of this quick patch, in case you want to take a look at the changes I made so far.

* Scorpio - The dialogue line "Can you teach me to fight?" no longer remains in the dialogue menu after Scorpio moves to Cavalorn's, since the dialogue line to get him to teach you is another one
* Fisk - "New Fence for Fisk" quest is triggered no matter HOW you get Mordrag out of the Old Camp
* Bloodwyn - Will not harass you for protection money after you join any Camp (Dimus, http://forum.worldofplayers.de/forum...1#post12413644)
* Jackal - Will not harass you for protection money after you join any Camp
* Mordrag - It is no longer possible to have Mordrag escort you to the New Camp if you forcibly threw him out of the Old Camp (Dimus, http://forum.worldofplayers.de/forum...1#post12413644)
* Thorus - Corrected the bug when the option to bribe Thorus stays open even after you already bribed him
* Fletcher - Will no longer reopen the quest "Vanished Guard" if the quest is already completed (petermj, http://forum.worldofplayers.de/forum...%29?p=24493495)
* Snaf - The option to ask about Nek stays open even if the quest "Snaf's Recipe" is closed (petermj, http://forum.worldofplayers.de/forum...%29?p=24493495)
* BaalNamib - You can receive from Baal Namib the heavy novice robe in Chapter 2